/**
**************************************************************************************
*Founder Effect                                                                      *
*Copyright (C) 2006-2007, 5d Studios (www.5d-Studios.com)                            *
*                                                                                    *
*This library is free software; you can redistribute it and/or                       *
*modify it under the terms of the GNU Lesser General Public                          *
*License as published by the Free Software Foundation; either                        *
*version 2.1 of the License, or (at your option) any later version.                  *
*                                                                                    *
*This library is distributed in the hope that it will be useful,                     *
*but WITHOUT ANY WARRANTY; without even the implied warranty of                      *
*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                   *
*Lesser General Public License for more details.                                     *
*                                                                                    *
*You should have received a copy of the GNU Lesser General Public                    *
*License along with this library; if not, write to the Free Software                 *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA      *
**************************************************************************************
*/
#pragma once
#include <string>
#include <map>

class IEntity;
class IWeapon;
class Player;
/**
==========================
Create a certain type of entity
    |
    +- A blank entity
    |
    +- A specific weapon
    |
    +- Bullets
==========================
*/
class EntityFactory
{
public:
    
    /** Get this instance */
    static EntityFactory* GetInstance() { return instance; };
    /** Create an entity */
    IEntity* CreateEntity( const std::string &ent_type );
    /** Create the Player */
    Player*   CreatePlayer(const std::string &pName);
    /** Create an entity */
    IEntity* CreatePrefabEntity( const std::string &ent_type );

    /** Clone an entity */
    IEntity*  CloneEntity(const IEntity* ent, const std::string &name="Entity");
    /**
        Used for prefabs index in a file
     */
    struct Chunk
    {
        int start;
        int end;

        std::string fileName;
    };
    /** Add to the list of types */
    void AddToPrefabList( const std::string &refName, Chunk location );
private:
    EntityFactory(void);
    // one instance
    static EntityFactory* instance;

    /** Import an entity from a file */
    IEntity* ParseEntityFromFileChunk( Chunk location );
    // a list of potential possibilities
    typedef std::map< std::string, Chunk> type_Entities;
    type_Entities m_entList;

    // if the player has been created
    bool        m_playerCreated;
    Player*     m_player;


public:
    virtual ~EntityFactory(void);
};
